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Gothic 3: Animations Redone – Unarmed Movement (New Mod Added)

Another new modification that is recommended to be used together with the large texture pack that had an update post here yesterday (Gothic 3: Armor and Weapon Rebuilt) — which, by the way, is a texture pack created by the UAWR team for New Balance.

This texture pack was designed to work perfectly together with Animations Redone.


Popis modu:

In this mod, I focused on improving general movement when no weapons are drawn. The most visible changes to forward and backward movement include raising the shoulders and reducing head bob. I also made many smaller adjustments to these animations to remove the stuttering they previously had.


I completely remade the strafe animations for both walking and running, as I felt the original ones were very poor. I will be using these new animations when updating my other mods, so that movement also looks better when weapons are drawn. Of course, I will make sure that weapons are held properly during those animations.


This mod also includes an optional file that contains these same animations, but with the correct animation speeds for when weapons are drawn. This makes it easier for other modders who want to use my movement animations as a base for their own weapon animations. The reason for the different speeds is that some animations in the game run at a different speed when weapons are drawn compared to when they are not. This mainly applies to running strafe and sprint animations.


You will also find sprint-right and sprint-left animations in that file, as those are only used when weapons are drawn. In my mod, they are identical to run-right and run-left, as that works best. However, both sets of animations are necessary when updating strafe animations, since the game uses and blends both.


This mod took me a long time to make, as I had to learn a lot during the process. I believe that both the experience and these new movement animations will be very useful when I update my other mods and create new combat animations in the future.

As for new combat animations, it will probably still be a while before I start working on them. I recently learned that the default body mesh I used as a base for my animations has longer fingers and longer legs than most other meshes. Because of this, there are some small inconsistencies when using my animations with certain armors in the game. These issues are minor and the animations are still completely playable, but I have started fixing them by switching to a different mesh as my base.


In addition, I have been remaking all stumble animations and generally updating all animations for each weapon type—attacks, stumbles, get-up animations, falls, movement, and more. Each weapon type contains 140–180 animation files that I need to update, meaning there are nearly 500 animation files to go through for just these three weapon types alone.


My dual-wield animations are 80% complete, my two-handed sword animations are about 50% complete, and I haven’t started on the halberd animations yet. I need to finish updating all of these before I can start working on entirely new animations. And lastly, there are some other animations I would like to look at as well. :)

I would like to thank "Justman2001" for providing invaluable feedback throughout the creation of these animations. His constructive and detailed input was a tremendous help and greatly improved the final result.



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